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PC Gamer (Italian) 47
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PC Gamer IT CD 47 2-2.iso
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USAF
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USAFDEMO.EXE
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data1.cab
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Game_Data
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WeaponsMotion
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Weapons.ibx
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Text File
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1999-10-01
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28KB
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1,318 lines
; this file contains information about
; missile's phisical behavior in the IAF bluestar
; game.
;// ------- Weapons-------------------------------------//;
;
;//Bomb weapon OBJ_BALLISTICWEAPON
;typedef enum BombSubType {;
; OST_BOMB =500, // A Bomb;
; OST_CLUSTERBOMB =510 // A cluster bomb
; OST_NAPALM =520
;
;//fixed weapon OBJ_FIXEDWEAPON
;typedef enum FixedWeaponSubType {
; OST_CHAFF =540, // A chaff
; OST_FLARE =550, // A flare
; OST_ROCKET =560, // A Rocket
; OST_GUNBULLET =565 // Gunbullet // Ady - According to Aviv req
;
;//Homing weapon OBJ_HOMINGWEAPON
;typedef enum HomingWeaponSubType {
; OST_HEATMISSILE =570, // A Heat missile object;
; OST_LIMITEDHEATMISSILE=580, // Effective only when aimed at the tail
; OST_HARM =590, // Homes on a Radar emitting entity
; OST_RADARMISSILE =600, // A radar missile object
; OST_SEMIRADARMISSILE=610, // Dosn't have radar of it's own.
; OST_HEATSAM =620, // A heat sam object
; OST_RADARSAM =630, // A radar sam object
; OST_MAVRICK =635, // A Mavrick // Ady - According to Aviv req
;};
;
;//Guided weapon OBJ_GUIDEDWEAPON
;typedef enum GuidedWeaponSubType {
; OST_TVMISSILE =640, // A TV missile object
; OST_LASERBOMB =650, // A Laser Bomb
; OST_JDAM =655 // A JDAM Bomb
;};
;
;//Mine weapon OBJ_MINEWEAPON
;typedef enum MineWeaponSubType {
; OST_SHELL =660 // A Shell
;};
;******************************************************************************************
; Missiles Generations: missiles generations are the misslies sub-sub type that
; defines the missile envelopes
;radar missile generations:
;only AMRAAM is in this category defined 3 in the range scale
;Semi radar missiles:
; 1 old missiles (67 - 80)
; 2 new missiles (80 - 99)
;Limited heat missiles:
;1 very old (67-73)
;2 old (74-82)
; heat missiles:
;3 for 3rd genaration (83-95)
;4 for 4th generation (95-)
;****************************************************************************************
; default HEATMISSILE , // A Heat missile object
[WEAPON000]
;_chaseType 1=dogchase, 2=proportional
type = 000570
;Motion Params of the weapon
; proportional chase
_chaseType = 2
_endType = 2
_absAcceleration = 100.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.0
_timeConstOrientation = 2.0
_timeAcceleration = 4.0
_timeConstVel = 12.0
_timeDecceleration = 8.0
_rollRate = 4.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
; Max number of weapons from this type in the air in the same time
_maxNumInAir = 5
; Defarlt interval Time between weapon fire
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
; The default location offset when no target
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
;------------------------------------------------------------------------------------------
; 4th generation HEATMISSILE , // A Heat missile object
[WEAPON001]
;_chaseType 1=dogchase, 2=proportional
type = 004570
;Motion Params of the weapon
; proportional chase
_chaseType = 2
_endType = 2
_absAcceleration = 140.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.2
_timeConstOrientation = 1.0
_timeAcceleration = 8.0
_timeConstVel = 6.0
_timeDecceleration = 8.0
_rollRate = 0.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
; Max number of weapons from this type in the air in the same time
_maxNumInAir = 5
; Defarlt interval Time between weapon fire
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
; The default location offset when no target
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
;------------------------------------------------------------------------------------------
; 3rd generation HEATMISSILE , // A Heat missile object
[WEAPON002]
;_chaseType 1=dogchase, 2=proportional
type = 003570
;Motion Params of the weapon
; proportional chase
_chaseType = 2
_endType = 2
_absAcceleration = 100.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.0
_timeConstOrientation = 2.0
_timeAcceleration = 4.0
_timeConstVel = 8.0
_timeDecceleration = 4.0
_rollRate = 4.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
; Max number of weapons from this type in the air in the same time
_maxNumInAir = 5
; Defarlt interval Time between weapon fire
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
; The default location offset when no target
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
;******************************************************************************************
; default LIMITEDHEATMISSILE, // Effective only when aimed at the tail
[WEAPON003]
type = 000580
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 100.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.0
_timeConstOrientation = 2.0
_timeAcceleration = 13.0
_timeConstVel = 2.0
_timeDecceleration = 2.0
_rollRate = 4.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
;-----------------------------------------------------------------------------------------
; 1st genaration LIMITEDHEATMISSILE, // Effective only when aimed at the tail
[WEAPON004]
type = 001580
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 150.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.0
_timeConstOrientation = 2.0
_timeAcceleration = 6.0
_timeConstVel = 2.0
_timeDecceleration = 2.0
_rollRate = 4.0
_spiralAccel = 800.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
;------------------------------------------------------------------------------------------
; 2nd genaration LIMITEDHEATMISSILE, // Effective only when aimed at the tail
[WEAPON005]
type = 002580
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 150.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.0
_timeConstOrientation = 2.0
_timeAcceleration = 7.0
_timeConstVel = 4.0
_timeDecceleration = 2.0
_rollRate = 4.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
; HARM, // Homes on a Radar emitting entity
[WEAPON006]
type = 000590
;Motion Params of the weapon
; dog chase
_chaseType = 1
_endType = 2
_absAcceleration = 120.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.3
_timeConstOrientation = 4.0
_timeAcceleration = 11.0
_timeConstVel = 12.0
_timeDecceleration = 5.0
_rollRate = 2.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 15.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 7000.0
_fireEndVecZ = 0.0
;******************************************************************************************
; deafult RADARMISSILE, // A radar missile object
[WEAPON007]
type = 000600
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 150.0
_absDeceleration = 50.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.3
_timeConstOrientation = 3.0
_timeAcceleration = 10.0
_timeConstVel = 15.0
_timeDecceleration = 5.0
_rollRate = 3.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.1
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
;---------------------------------------------------------------------------------------
; AMRAAM RADARMISSILE, // A radar missile object
[WEAPON008]
type = 003600
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 120.0
_absDeceleration = 50.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.3
_timeConstOrientation = 3.0
_timeAcceleration = 15.0
_timeConstVel = 15.0
_timeDecceleration = 5.0
_rollRate = 4.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.1
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
;**************************************************************************************
; SEMIRADARMISSILE, // Dosn't have radar of it's own.
[WEAPON009]
type = 000610
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 80.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.3
_timeConstOrientation = 3.0
_timeAcceleration = 10.0
_timeConstVel = 20.0
_timeDecceleration = 5.0
_rollRate = 0.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.06
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = -50.0
;-----------------------------------------------------------------------------------------
; 1st generation of SEMIRADARMISSILE, // Dosn't have radar of it's own.
[WEAPON010]
type = 001610
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 80.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.3
_timeConstOrientation = 3.0
_timeAcceleration = 10.0
_timeConstVel = 10.0
_timeDecceleration = 5.0
_rollRate = 4.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.06
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = -50.0
;-------------------------------------------------------------------------------------------
; 2nd genaration of SEMIRADARMISSILE, // Dosn't have radar of it's own.
[WEAPON011]
type = 002610
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 80.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.3
_timeConstOrientation = 3.0
_timeAcceleration = 14.0
_timeConstVel = 20.0
_timeDecceleration = 5.0
_rollRate = 0.0
_spiralAccel = 900.0
_spiralAccelBeta = 0.06
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = -50.0
;******************************************************************************************
; HEATSAM, // heat sam object
[WEAPON012]
type = 000620
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_highAngleTurn = 1
_absAcceleration = 100.0
_absDeceleration = 20.0
_absReleaseAcceleration = 60.0
_timeRelease = 0.3
_timeConstOrientation = 3.0
_timeAcceleration = 5.0
_timeConstVel = 10.0
_timeDecceleration = 5.0
_rollRate = 0.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
_maxNumInAir = 1
_fireReleaseInterval = 10.0
;Time to start fire after startCombat event
_reactionTime = 1.0
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
; RADARSAM, // radar sam object
[WEAPON013]
type = 000630
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_highAngleTurn = 1
_absAcceleration = 70.0
_absDeceleration = 20.0
_absReleaseAcceleration = -100.0
_timeRelease = 3.0
_timeConstOrientation = 3.0
_timeAcceleration = 20.0
_timeConstVel = 15.0
_timeDecceleration = 10.0
_rollRate = 0.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
_maxNumInAir = 2
_fireReleaseInterval = 45.0
;Time to start fire after startCombat event
_reactionTime = 15.0
_fireEndVecX = 0.0
_fireEndVecY = 7000.0
_fireEndVecZ = 0.0
; MAVRICK, // Mavrick
[WEAPON014]
type = 000635
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 70.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.3
_timeConstOrientation = 2.0
_timeAcceleration = 10.0
_timeConstVel = 15.0
_timeDecceleration = 5.0
_rollRate = 1.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 7000.0
_fireEndVecZ = 0.0
; CHAFF, // chaff
[WEAPON015]
type = 000540
;Motion Params of the weapon
_absAcceleration = -50.0 ; acceleration value (m/s^2)
_limitVel = 5.0 ; limit velocity (m/s)
_limitDist = 0.0 ; limit distance (meters)
_velocityJump = 10.0f ; Velocity jump (m/s)
_rollRate = 0.0 ; rad/sec
;Ai & load num of the weapon
_maxNumInAir = 15
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = -200.0
_fireEndVecZ = -10.0
; FLARE, // flare
[WEAPON016]
type = 000550
;Motion Params of the weapon
_absAcceleration = -50.0 ; acceleration value (m/s^2)
_limitVel = 5.0 ; limit velocity (m/s)
_limitDist = 0.0 ; limit distance (meters)
_velocityJump = 10.0f ; Velocity jump (m/s)
_rollRate = 0.0 ; rad/sec
;Ai & load num of the weapon
_maxNumInAir = 15
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = -200.0
_fireEndVecZ = -10.0
;********************************************************************************************
; ROCKET, // Rocket
[WEAPON017]
type = 000560
;Motion Params of the weapon
_absAcceleration = 100.0 ; acceleration value (m/s^2)
_limitVel = 1000.0 ; limit velocity (m/s)
_limitDist = 6000.0 ; limit distance (meters)
_velocityJump = 100.0f ; Velocity jump (m/s)
_rollRate = 2.09 ; rad/sec
;Ai & load num of the weapon
_maxNumInAir = 20
_fireReleaseInterval = 25.0
;Time to start fire after startCombat event
_reactionTime = 10.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
;-------------------------------------------------------------------------------------------
; ROCKET, // scud missle
[WEAPON018]
type = 001560
;Motion Params of the weapon
_absAcceleration = 30.0 ; acceleration value (m/s^2)
_limitVel = 1000.0 ; limit velocity (m/s)
_limitDist = 10000.0 ; limit distance (meters)
_velocityJump = 10.0f ; Velocity jump (m/s)
_rollRate = 1.09 ; rad/sec
;Ai & load num of the weapon
_maxNumInAir = 20
_fireReleaseInterval = 5.
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
; GUNBULLET, // Gunbullet
[WEAPON019]
type = 000565
;Motion Params of the weapon
_absAcceleration = -10.0 ; acceleration value (m/s^2)
_limitVel = 1200.0 ; limit velocity (m/s)
_limitDist = 4500.0 ; limit distance (meters)
_velocityJump = 1200.0f ; Velocity jump (m/s)
_rollRate = 4.09 ; rad/sec
;Ai & load num of the weapon
_maxNumInAir = 20
_fireReleaseInterval = 0.5
;Time to start fire after startCombat event
_reactionTime = 10.0
_fireEndVecX = 1500.0
_fireEndVecY = 1500.0
_fireEndVecZ = 1500.0
; using un-used parameters of data for specific motion params
; time interval to check for hitting the target
_timeConstOrientation = 0.075
; distance to target every time interval
_spiralAccel = 80.0
; BOMB, // Bomb
[WEAPON020]
type = 000500
;Motion Params of the weapon
_absAcceleration = 0.0 ; acceleration value (m/s^2)
_absAccelerationBeta = 0.02 ; acceleration value (m/s^2)
_rollRate = 1.0 ; rad/sec
;Ai & load num of the weapon
_maxNumInAir = 10
_fireReleaseInterval = 0.0
;Time to start fire after startCombat event
_reactionTime = 15.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
; CLUSTERBOMB, // cluster bombOMB
[WEAPON021]
type = 000510
;Motion Params of the weapon
_absAcceleration = 200.0 ; acceleration value (m/s^2)
_absAccelerationBeta = 0.02 ; acceleration value (m/s^2)
_rollRate = 2.09 ; rad/sec
;Ai & load num of the weapon
_maxNumInAir = 10
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 15.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
; height above terrain that weapon should openup
; and draw a little bombs on ground .....
_velocityJump = 1000.0f ;
; TVMISSILE, // TV missile object
[WEAPON022]
type = 000640
;Motion Params of the weapon
; rear engine
_absAcceleration = 1.0
_timeAcceleration = 2.0
; <*><*> sqare distance to switch to manual mode
_timeConstVel = 64000000.0
; <*><*> orientation adjustment
_absDeceleration = 150.0
; <*><*> abs up acceleration
_timeDecceleration = 20.0
; <*><*> abs down acceleration
_spiralAccelBeta = 70.0
; <*><*> time to end motion (explode wherever the weapon is) (sec)
_spiralAccel = 420.0
; <*><*> maximum velocity (m/sec)
_absReleaseAcceleration = 300.0
; <*><*> velocity damp
_timeRelease = 8.0
_timeConstOrientation = 2.0
; <*><*> maximum up angle
_rollRate = 0.0179065
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 30.0
_fireEndVecX = 0.0
_fireEndVecY = 7000.0
_fireEndVecZ = 0.0
; LASERBOMB, // Laser Bomb
[WEAPON023]
type = 000650
;Motion Params of the weapon
; rear engine
_absAcceleration = 1.0
_timeAcceleration = 2.0
; <*><*> sqare distance to switch to manual mode
_timeConstVel = 30000000000000000000000000000000000000.0
; <*><*> orientation adjustment
_absDeceleration = 170.0
; <*><*> abs up acceleration
_timeDecceleration = 105.0
; <*><*> abs down acceleration
_spiralAccelBeta = 165.0
; <*><*> time to end motion (explode wherever the weapon is) (sec)
_spiralAccel = 420.0
; <*><*> maximum velocity (m/sec)
_absReleaseAcceleration = 180.0
; <*><*> velocity damp
_timeRelease = 30.0
_timeConstOrientation = 2.0
; <*><*> maximum up angle
_rollRate = 0.0
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 30.0
_fireEndVecX = 0.0
_fireEndVecY = 7000.0
_fireEndVecZ = 0.0
; SHELL, // Shell - In Bluestar use as Place holder to Fuel Flir & Ecm
[WEAPON024]
type = 000660
;Motion Params of the weapon
;Ai & load num of the weapon
_maxNumInAir = 1
_fireReleaseInterval = 0.3
;Time to start fire after startCombat event
_reactionTime = 15.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
; RADARMISSILE, // Dosn't have radar of it's own.
[WEAPON025]
type = 130000600
;Motion Params of the weapon
; dog chase
_chaseType = 2
_endType = 2
_absAcceleration = 70.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 0.3
_timeConstOrientation = 2.0
_timeAcceleration = 10.0
_timeConstVel = 20.0
_timeDecceleration = 5.0
_rollRate = 0.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
_fireEndVecX = 0.0
_fireEndVecY = 7000.0
_fireEndVecZ = 0.0
; TVMISSILE, // popeye
[WEAPON026]
type = 001640
;Motion Params of the weapon
; rear engine
_absAcceleration = 5.0
_timeAcceleration = 10.0
; <*><*> sqare distance to switch to manual mode
_timeConstVel = 300000000000000000000000000000000000000.0
; <*><*> orientation adjustment
_absDeceleration =100.0
; <*><*> abs up acceleration
_timeDecceleration = 100.0
; <*><*> abs down acceleration
_spiralAccelBeta = 100.0
; <*><*> time to end motion (explode wherever the weapon is) (sec)
_spiralAccel = 240.0
; <*><*> maximum velocity (m/sec)
_absReleaseAcceleration = 350.0
; <*><*> velocity damp
_timeRelease = 30.0
_timeConstOrientation = 5.0
; <*><*> maximum up angle
_rollRate = 0.8
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 30.0
_fireEndVecX = 0.0
_fireEndVecY = 7000.0
_fireEndVecZ = 0.0
; JDAM, // JDAM
[WEAPON027]
type = 000655
;Motion Params of the weapon
; rear engine
_absAcceleration = 1.0
_timeAcceleration = 2.0
; <*><*> sqare distance to switch to manual mode
_timeConstVel = 30000000000000000000000000000000000000.0
; <*><*> orientation adjustment
_absDeceleration = 170.0
; <*><*> abs up acceleration
_timeDecceleration = 165.0
; <*><*> abs down acceleration
_spiralAccelBeta = 165.0
; <*><*> time to end motion (explode wherever the weapon is) (sec)
_spiralAccel = 420.0
; <*><*> maximum velocity (m/sec)
_absReleaseAcceleration = 200.0
; <*><*> velocity damp
_timeRelease = 30.0
_timeConstOrientation = 2.0
; <*><*> maximum up angle
_rollRate = 0.0
;Ai & load num of the weapon
_maxNumInAir = 5
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 30.0
_fireEndVecX = 0.0
_fireEndVecY = 7000.0
_fireEndVecZ = 0.0
; OST_FUEL_TANK, // Fuel tank
[WEAPON028]
type = 000670
;Motion Params of the weapon
;Ai & load num of the weapon
_maxNumInAir = 1
_fireReleaseInterval = 0.3
;Time to start fire after startCombat event
_reactionTime = 15.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
; OST_FLIR, // Fuel tank
[WEAPON029]
type = 000690
;Motion Params of the weapon
;Ai & load num of the weapon
_maxNumInAir = 1
_fireReleaseInterval = 0.3
;Time to start fire after startCombat event
_reactionTime = 15.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
; OST_ECM, // Fuel tank
[WEAPON030]
type = 000680
;Motion Params of the weapon
;Ai & load num of the weapon
_maxNumInAir = 1
_fireReleaseInterval = 0.3
;Time to start fire after startCombat event
_reactionTime = 15.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
[WEAPON031]
; NAPALM
type = 000520
;Motion Params of the weapon
_absAcceleration = 0.0 ; acceleration value (m/s^2)
_absAccelerationBeta = 0.02 ; acceleration value (m/s^2)
_rollRate = 1.0 ; rad/sec
;Ai & load num of the weapon
_maxNumInAir = 10
_fireReleaseInterval = 0.0
;Time to start fire after startCombat event
_reactionTime = 15.0
_fireEndVecX = 0.0
_fireEndVecY = 500.0
_fireEndVecZ = 0.0
;-------------------------------------------------------------------------------------
; 4th generation HEATMISSILE , // A Heat missile object
[WEAPON032]
;_chaseType 1=dogchase, 2=proportional
type = 005570
;Motion Params of the weapon
; proportional chase
_chaseType = 2
_endType = 2
_absAcceleration = 140.0
_absDeceleration = 20.0
_absReleaseAcceleration = 30.0
_timeRelease = 1.5
_timeConstOrientation = 1.0
_timeAcceleration = 8.0
_timeConstVel = 6.0
_timeDecceleration = 8.0
_rollRate = 0.0
_spiralAccel = 1000.0
_spiralAccelBeta = 0.08
;Ai & load num of the weapon
; Max number of weapons from this type in the air in the same time
_maxNumInAir = 5
; Defarlt interval Time between weapon fire
_fireReleaseInterval = 1.0
;Time to start fire after startCombat event
_reactionTime = 5.0
; The default location offset when no target
_fireEndVecX = 0.0
_fireEndVecY = 10000.0
_fireEndVecZ = 0.0
[DEBUGDATA]
; velocity of sams missiles(chase motion)
_debugParam000 = 100.1
; minimum distance to explode when there is high angle
_debugParam001 = 10000000.0
; CAUSION !!!! MUST be zero !!!!! (liran's debug parameter !!!)
; if set to one, all weapons will use weapon type 800
_debugParam002 = 0.0
; gun bullets not easy aiming mode reduce
_debugParam003 = 0.5
; small angle that not need update
_debugParam004 = 0.0001
; chase motion debug on/off
_debugParam005 = 0.0
; guided debug
_debugParam006 = 6.0
; CAMERA : max turn of camera of TV missile (DEG!!!!)
_debugParam007 = 30.0
; CAMERA : reduceParam of tv missile (or joystick degrees to rate degrees)
_debugParam008 = 0.09
; CAMERA : Tv missile zoom factor
_debugParam009 = 200.0
; missile's DISTANCE to send pre-explosion event
_debugParam010 = 800.0
; t.v missle's DLZ - parameter of max range accel
_debugParam011 = 0.1
; t.v missle's DLZ - parameter of min range accel
_debugParam012 = 40.0
; guided motion distance to explosion on ground
_debugParam013 = 200.0
; guided motion ignore camera distance
_debugParam014 = 200.0
; chase motion allow angle turn (low dist)
_debugParam015 = 1000.0
; max accel of ballistic motion
_debugParam016 = 5.0
; not in use
_debugParam017 = 0.1
; gun bullets enemy hit factor
_debugParam018 = 0.2
; gun bullets friendly hit factor
_debugParam019 = 0.5
%s/σÉ